/* #version 100 attribute vec3 vertexPosition; attribute vec2 texPosition; attribute vec4 vertexColor; uniform mat4 projectionMatrix; varying vec2 texCoord; varying vec4 color; void kore() { gl_Position = projectionMatrix * vec4(vertexPosition, 1.0); texCoord = texPosition; color = vertexColor; } */ /*void main(float4 in a_Position : POSITION, float2 in a_TexCoord : TEXCOORD0, float4 out v_Position : POSITION, float2 out v_TexCoord : TEXCOORD0, uniform float4x4 WorldViewProj) { v_Position = mul(a_Position, WorldViewProj); v_TexCoord = a_TexCoord; }*/ void main( float3 in vertexPosition : TEXCOORD0, float2 in texPosition : TEXCOORD1, float4 in vertexColor : TEXCOORD2, float4 out gl_Position : POSITION, float2 out texCoord : TEXCOORD0, float4 out color : TEXCOORD1, uniform float4x4 projectionMatrix) { gl_Position = mul(transpose(projectionMatrix), float4(vertexPosition, 1.0)); gl_Position.z = 0.5; texCoord = texPosition; color = vertexColor; }